Call of Duty: Black Ops - Five Guide

Zombies is srs bsns. Aroooooo!
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To quickly navigate to the section you want copy the code next to the section
title in the contents below (ie '[PKP]' for the 'Teleporters, Defcon & The
Pack-A-Punch Machine' section), press ctrl+F (or cmd+F for Mac) and paste it.
Intro [INT]
The Basics of Zombies [ZMB]
Weapons [WPN]
-Pack-a-Punch Effects
-Things Worth Noting
Perks [PRK]
Drops [DRP]
Teleporters, Defcon & The Pack-A-Punch Machine [PKP]
The Box [BOX]
The Pentagon Thief [TPT]
General Tips [TPS]
Strategy [SGY]
-Rounds 1-4 (getting points efficiently)
-Rounds 5-9 (defending the upper platform)
-Rounds 10-? Strategy 1 (defending from the elevator)
-Rounds 10-? Strategy 2 (defending from the PaP room)
Easter Eggs [ERE]
-Theme Song
-Fixing The Traps
-Portraits
-Richtofen?!
-Leapfrog
Everything Else (contact me, legal, updates etc) [EVE]
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Intro [INT]
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Five is a much more stand-alone map compared to the others that follow Dempsey
and co. cleaning up Group 935's mess, there's no focus on hidden story, the
concept of it is just hilarious and fun. If you're new to Zombies it can be a
little intimidating at first but once you've got the basics down and you've
learnt about upgrading weapons and all the other features of each map it can be
one of the most fun co-op experiences in an FPS (imo), so explore for yourself,
try out all the weapons, try coming up with your own strategies and have fun
hammering zombags.
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The Basics of Zombies [ZMB]
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* Objective
The main objective is to survive as long as possible - that's all. Zombies come
in waves, or rather rounds, the more rounds you can survive the better, during
each round a number of zombies will come in from various points of entry. As
rounds pass the number of zombies per round will increase.
* HP
As rounds pass zombie health will increase and they'll become more aggressive,
their attacks don't actually increase in damage but zombies become faster and
later in the game their attacks will soon look more like E. Honda's hundred
hand slap compared to the tickle they try to give you in the opening rounds.
Generally without the Juggernog perk you'll go down in two hits, with it
you'll go down in about five, your health regenerates quite quickly though.
Check the perks section if you're unfailliar with them.
If you take too much damage you'll be downed, in this time you'll be on the
ground with either your sidearm (if you have a pistol type weapon) or the
M1911 pistol if you don't have one , you'll lose a minor amount of points for
going down and you'll lose any perks you had but if your teammates can get to
you quickly enough and revive you then you can carry on, otherwise you'll
bleed out, disappear and come back at the start of the next round with just
the M1911 (and the Bowie Knife if you bought it).
* Points of Entry
Zombies will come in from many entry points including windows, not strictly
actual windows but an entry point which you can board up to slow down the
incoming wave of zombies and make a few points too, they can also break
through certain parts of certain walls too which you can also board up. Each
board you repair a window with will get you 10 points (unless you have a 2x
drop, drops are detailed in the drops section of this guide) but you will
only be able to repair a certain number of boards before repairing stops
giving you points, however the amount of points you are able to get for
repairing grows as each round passes.
* Making Points
Every time you damage a zombie, kill a zombie, repair a window, revive a
downed ally or get a Bomb or Carpenter you gain points, seeing as you get 10
points for every hit you land on a zombie without killing it, a kill with a
shot to the body is worth 50 points, a headshot kill is worth 100 points and
a knife kill is worth 130 points, grenade kills are worth 50 per zombie, you
should utilise that info to make as many points as possible early on, for
example early on you can let zombies in then shoot one 8 times in the leg
and then finish him off with your knife, (8x10)+130=210, so you'd get 210
points per zombie as opposed to just putting five in the chest. Later though
as zombies take more damage to die and come in greater numbers knifing isn't
an option unless you have the Insta-kill drop, so headshots become better
for making points.
* Spending Points
There are several things you can spend your points on, you can buy your way
through doors or other obstacles into the next parts of the map, you can buy
weapons off the wall and buy ammo for them where you bought them (off the wall,
where you see the white chalk outline of the weapon), you can use the box to
gamble for a stronger weapon (check the section on the box for more details),
you can Pack-a-Punch to upgrade your weapons (check the Teleporters, Defcon &
Pack-A-Punch section for more details) or you can use traps like electric
barriers that will kill any zombie that walks through it.
* Exploring the Map
For any Zombies map the best way to explore is to keep a crawler, this way you
don't have to worry about getting killed while having a look around. A crawler
is a zombie whose leg(s) you have blown off with a grenade, Monkey or well
placed Ray Gun shot to the shin. There are doors and obstacles you can buy your
way past with points you have earned, typically these will always cost either
750, 1,000 or 1,250 points, Five has three floors you can travel between and
use of the elevator will cost 250 points each time.
* Zombie Etiquette
This is hella important, especially if you're playing online with random people
you've been put into a game with.
Early on before you start opening up doors STICK TO YOUR OWN WINDOW. Everyone
needs to make points early on to get their first weapon, otherwise they'll
be screwed when it comes to making points or staying alive later on. Generally
people will shout at you and call you names online if you thieve kills early
on, it's frustrating playing with people who thieve kills at this stage of the
game and it's obvious that with such a player you won't get far. Besides, later
on you'll have many, many hundreds of kills, and it's not even a competitive
game anyway.
When it comes to opening up new areas of the map generally the person with the
most points should be paying the way, unless they have crappy or no weapons and
need to spend their funds on weapons when you get through to the next area if
someone else is in a better position to spend the points getting there.
Communication is vital to surviving as long as possible, making and keeping a
crawler, covering each other and taking care of the Pentagon Thief are all a
lot easier with good communication.
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Weapons [WPN]
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The best weapons are easily the superweapons, in the case of Five this means
Winter's Howl (the freeze gun), the Ray Gun and Monkeys. Shotguns are crappy
for making points and have a slow reload time if they aren't Pack-a-Punched,
SMGs are useful early on for racking up points while zombies are still weak,
assault rifles are generally useful throughout the mid-rounds and the LMGs (the
RPK and HK21) are great for racking up points and tearing through zombies, so
basically by definition of what type of firearm it is I'd generally go in that
order from least useful to most. The Ballistic Knife is useful for points
early on but quickly becomes a waste of a weapon slot, and although the
Pack-a-Punched Crossbow can be useful to distract zombies it has a low ammo
count and slow reload time.
* Pack-a-Punch Effects
As a future reference many players abbreviate Pack-a-Punch to 'PaP' and I
will do this at some points throughout this guide.
Generally most PaP'd guns feature larger magazines, higher ammo capacity and
deal more damage, some may also have a slight increase to their rate of fire,
that and they shoot prettier colours and have a cool new look. Here I will
list the effects of PaP'ing each gun without going into much detail so you
have a general idea of what you get (people have listed stats on sites online,
if you're interested try Googling to find them, DenKirson is good for weapon
stats).
AK74u => AK74fu2
- Increased damage, gets a custom red dot (well, red dot-like) sight,
decreased recoil, double magazine size, holds a bit more spare ammo.
Aug => AUG-50M3
- Increased damage, adds a Masterkey attachment (shotgun, with 6 shells
loaded and 30 spare), increased rate of fire, about 1.4x extra spare ammo.
Ballistic Knife => The Krauss Refibrillator
- Increased damage, now holds 9 spare blades, shooting a downed ally with
it will revive them (instant revival upon being hit).
Commando => Predator
- Increased damage, gets daul mags (every other time you reload it reloads
about twice as fast), increased rate of fire, each mag holds an extra 10
rounds.
Crossbow => The Awful Lawton
- Increased damage, now the rounds fired will attract zombies (just like
Monkeys, though these explosive bolts explode a little sooner).
China Lake => China Beach
- Increased damage, faster reload speed (the reload animation only
requires reloading one grenade and 5 will be loaded), holds 5 rounds,
double spare ammo.
CZ75 => Calamity
- Increased damage, becomes full automatic, each mag holds an extra 5
rounds.
CZ75 Dual Wield => Calamity & Jane
- Increased damage, both fire full-auto, both have 20 round mags, 0.5x
more spare ammo.
Dragunov => D115 Disassembler
- Increased damage, scope now has variable zoom.
Famas => G16-GL35
- Gets a custom red dot sight, increased damage, each mag holds 1.5x more
ammo.
FN FAL => EPC WN
- Increased damage, gets a custom red dot sight, fires in 3-round bursts,
each mag holds 1.5x more ammo, double spare ammo.
G11 => G115 Generator
- Increased damage, fully automatic, scope has no sway any more.
Galil => Lamentation
- Increased damage, gets a custom red dot sight, almost double spare ammo.
HK21 => H115 Oscillator
- Increased damage, each mag holds 25 more rounds, now has a whopping 750
spare ammo.
HS10 => Typhoid & Mary
- Increased damage, becomes dual HS-10s, both reload faster, each holds a
couple more rounds than the regular HS-10 and spare ammo becomes a little
more than doubled.
L96A1 => L115 Isolator
- Increased damage, scope now has variable zoom.
M14 => Mnesia
- Increased damage, gets a grip attachment (reduces recoil), ammo per mag
doubled, spare ammo roughly doubled.
M16 => Skullcrusher
- Increased damage, gets an underbarrel grenade launcher (has 9 grenades),
becomes full-auto.
M1911 => Mustang & Sally
- Becomes dual pistols that fire grenades semi-automatically.
M72 LAW => M72 Anarchy
- Increased damage, now holds 10 rockets at once firing semi-auto with
double spare ammo.
MPL => MPL-LF
- Gets a custom red dot sight, ammo per mag close to doubled, spare ammo
roughly doubled.
Olympia => Hades
- Increased damage, sets enemies on fire (like the Dragon's Breath SPAS
in the campaign), reloads a bit quicker, spare ammo goes up by about a
third.
PM63 => Tokyo & Rose
- Increased damage, becomes dual PM63s, each has a 25 round mag, spare
ammo is a little more than doubled.
Python => Cobra
- Increased damage, each cylinder holds twice as many rounds.
Ray Gun => Porter's X2 Ray Gun
- Increased damage, double magazine size, holds almost double spare ammo.
RPK => R115 Resonator
- Increased damage, increased rate of fire, 0.25x extra rounds per mag,
0.25x extra spare rounds.
Stakeout => Raid
- Increased damage, gets a grip attachment, reloads two shells per shell
shown to be loaded in the reload animation, now loads 10 shells at a time,
gets a small amount of extra spare shells.
Spectre => Phantom
- Increased damage, gets a custom reflex sight, 1.5x mag size, holds more
spare ammo.
SPAS-12 => SPAZ-24
- Increased damage, increased rate of fire, faster reload speed (the
reload animation loads all 24 shells by only putting in one), holds 3x
as many shells, holds 3x more spare ammo.
Winter's Howl => Winter's Fury
- Freeze effect seems more effective, holds a little more ammo per cylinder-
thing, holds a little more spare ammo.
* Things Worth Noting
The Ballistic Knife is used with whichever knife you currently have, so when
you slash with it you'll hit with the knife you start with or the Bowie Knife
if you've bought it and you'll hit with the Ballistic knife, meaning you could
make your knife attack most effective by having the Bowie Knife and the PaP'd
Ballistic Knife. If you go down and you have the Ballistic Knife (upgraded or
not) then so long as your other weapon is not a sidearm you'll be able to use
it while down.
Monkeys (now referred to as Cymbal Monkeys in one of the bits of info that
pops up during the loading screen for a game of Zombies) are incredibly
useful, once you've thrown one all the zombies will head to it and wait
by it until it explodes, this is useful for when you get crowded, when someone
goes down and for getting a load of easy kills while they're gawping at it.
The Winter's Howl (which I may tend to refer to as the freeze gun a lot) is
great at slowing down a crowd or stopping them entirely, it has a low amount of
ammo though so it's best to play in more of a support role with it, slow down a
group then let your teammates take them down. It's also great for destroying
the Pentagon thief, this weapon is sweet as balls.
For the weapons that get red dot or reflex sights when PaP'd the lens colour
and reticule colour and shape/design are randomly chosen when you put it in the
machine.
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Perks [PRK]
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The power switch has to be switched on before you can purchase perks, with the
exception of Quick Revive when you are playing solo. The power switch is located
on the bottom floor, once you get out of the elevator head forwards and take the
first left and in that little corridor there's an open door on your right, in
that little room by the other door is the power switch.
Juggernog (2,500)
-With this perk your character can take a lot more damage before going down,
worth getting this before any other perks. It's located on the lower part of
the middle floor, next to the door to the Pack-a-Punch room.
Speed Cola (3,000)
-Very useful, makes you reload twice as fast, best to wait till you have a
good gun later on beore investing in this. It's located on the first floor
near the elevator.
Double Tap Root Beer (2,000)
-This perk doubles your rate of fire, this will make you tear through
zombies easy but be careful with your ammo, if you spray like a madman you'll
piss out all your ammo quick. Try to fire in bursts unless zombies are getting
close. It's located on the middle floor next to the elevator that leads to the
first floor.
Quick Revive (1,500 with 2-4 players, 500 solo)
-You're able to revive downed team mates a lot faster with this perk, very
useful in a jam especially if you can chuck a Monkey first to make time for
your revived teammate to get to safety now he/she will have lost their
Juggernog. In solo play this perk costs only 500 and when you get taken down
zombies will all run off to the other side of the map while the perk revives
you, while down you'll have dual pistols that fire grenades too, this is now a
very useful perk to get first. It's located in the corridor adjacent to the
starting room.
If you get taken down then regardless of whether a teammate revives you or not
you'll have lost all your perks, so it's best to get Juggernog first, but still
it's not worth getting unless you have a decent weapon, if you can't defend
yourself you'll just lose your perks again when you get taken down so focus on
getting a good weapon first, then get Juggernog. The order you get the rest is
up to you, personally I always get Juggernog first, then Speed Cola, then
Double Tap, then Quick Revive.
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Drops [DRP]
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There are some new, sweet drops in Black Ops, for the sake of not having a tiny
section though and for those who are new to Zombies I'll list the old ones too.
They will only stay available to pick up for a short time and will begin to
flash before they disappear, the time in which you get to use them is also
limited (except for Max Ammo, the Bomb and Carpenter). Drops are randomly left
by zombies when you kill them.
* Max Ammo
This will replenish your supply of spare ammo (not ammo loaded into your mags),
grenades, claymores and Cymbal Monkeys, if any of your team have Monkeys then
throw them somewhere away from you and the Max Ammo and run for it. If possible
make sure everyone reloads before picking it up and chuck any remaining Monkeys
before you get it.
* Bomb
This will kill every zombie that's spawned so far in the round (even if they
haven't climbed out of their window yet). You get 400 points each when someone
picks it up. It's useful later on for conserving ammo but earlier it's best to,
if possible, leave it until there's as few zombies left as possible.
* Insta-kill
You'll kill zombies in one hit while Insta-kill is active, so it's best to
switch to knife kills for 130 points each as killing them any other way will
only get you 50 points each. Don't try knifing crowds though, the last thing
you want is to go down as when you're down you don't earn any points for
killing zombies. Avoid it in the first few rounds when you can be using pistol
shots followed by a knife attack to get more points (though if you're knifing
it'll be impossible to avoid as you'll pick it up as the zombie dies, but if
someone else is going for headshots let them know not to get it).
* 2x (Double-Points)
Every action you perform that gets you points will now get you twice as many
for a short time, everything from boarding windows to knife kills. If it
appears when the round is nearly over then finish up quickly and wait as long
as you can until the next round starts before picking it up in order to get
as much use out of it as you can.
* Carpenter
This will board up all the windows on the map, it's good for slowing down a
wave but really it's not worth sticking your neck out for. Getting it gives
you all 200 points each.
* Fire Sale
The box will appear at all points it can spawn and will only cost 10 points to
use for a short time. There are box points on each floor but later on it's not
a good idea to run off mid-round for a few cheap spins as you'll likely get
crowded.
* Bonfire Sale
This is only dropped by the Pentagon Thief if you manage to kill him before he
takes anyone's weapon, with it all teleporters will lead to the Pack-a-Punch
room and you can PaP weapons for 1,000 points (as opposed to 5,000). You'll
have enough time to PaP 4 weapons between you. This is awesome if you get the
Pentagon Thief the first time he appears and will collectively save you as
much as 16,000 points and provide you with some cool weapons until you later
end up with your preferred setup.
* Death Machine
For a limited time you can use the Death Machine with infinite ammo. This
thing will tear through zombies easy, not only is it incredibly useful no
matter what round you're on it's also seriously fun. Be aware you won't be
able to throw grenades or Monkeys or revive anyone while using it.
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Teleporters, Defcon & The Pack-A-Punch Machine [PKP]
----------------------------------------------------
Firstly before being able to buy perks, teleport, increase the Defcon level or
Pack-a-Punch we'll need to get the power on. The power switch is located on
the bottom floor, once you get out of the elevator head forwards and take the
first left and in that little corridor there's an open door on your right, in
that little room by the other door is the power switch.
Now the power is on the teleporters will all be up, there's a load on the
bottom floor, one in the center of the room on the middle floor and one at one
end of the starting room in the middle (near the M14). Upon entering a
teleporter you will be sent at random to another one, if you have the Defcon
level up to 5 then you will see a small image of the Pack-a-Punch machine in
flashing light and red number mist of the teleporter and going inside will
take you to the Pack-a-Punch room. Aside from when at Defcon 5 using the
teleporters will leave the teleporter you used/came out of with a short cool-
down time before you can use those particular teleporters again.
To get the Defcon level to 5 and gain access to the Pack-a-Punch machine
(which is in the room by the Juggernog) you must switch on each of the Defcon
switches on the middle floor, there are a couple in the lower area and a
couple on the higher area, they're easy to make out as they have a big sign
by them that says 'DEFCON' and have a switch that once the power is on has a
green light if it can be switched on or a red light if it has already been
switched on. Turn them on as prompted when next to them by holding the use
button/key.
To use the Pack-a-Punch machine just go right up to it, switch to the weapon
you wish to upgrade then hold use (Square for PS3, X for 360, F for PC) when
prompted, wait for a couple of seconds and when it comes out of the machine
pick it up with the use button again. It won't be available for use for long
though, so be quick if you don't want it to swallow your weapon and then
disappear back in the wall.
Once the Defcon level has returned to 1 the doors will open and you can
leave. You can then turn the Decon level back to 5 and use it as much as
you want, so long as you wait for it to go back to 1 after each use.
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The Box [BOX]
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For those new to Zombies the box is something you use to get more powerful
weapons, the catch being that for the price of 950 points you may get an
awesome Ray Gun or you may be left with a near useless sniper rifle. The
box cycles through random weapons before eventually staying on one that you
can pick up or wait to let it go back in. The box can also come up with a
teddy bear, at which point the box will move to a different location and
your points for that use will be refunded.
There's a visual cue to let you know where the box is, once you get to any
location where the box can spawn have a look around and nearby in that same
area will be a TV set that shows you where the box is, so if you get the
teddy bear just wait and watch the TV to see where it's moved to.
The first box location is always somewhere on the bottom floor, you can find
it without wasting money on all the doors down there by checking through the
windows.
* Bottom Floor
The Bowie Knife room - as you get out of the elevator go forwards a little
past the window zombies can come in from and there's a door on your left,
check if it's here by going forwards from the elevator then going left, then
going left again, check through the window here.
The pig room - yeah, this room is the one with the loud pig thing held up by
straps, make sure you put it out of its misery, it's squealing can get
annoying. As you get out of the elevator go straight down towars the M16
(which is directly opposite the elevator) and before you get to that
T-junction where the M16 is there's a door you can open to your right.
The dead body room - this is a little room within a room, this room is across
from the pig room and facing from the elevator it's all the way forwards and
to the left. Check if it's there by looking through the glass near the M16
side.
* Middle Floor
Only one location the box can move to here and it's on the lower part of the
floor, stand with the Juggernog vender on your left and it's a short walk
forwards.
* First Floor
Opposite the Olympia shotgun in that corridor.
Opposite the MPL in that corridor.
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The Pentagon Thief [TPT]
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This guy is a dick. Seriously, I mean seriously.
He has a lot of health, he runs faster than Linford Christie on steroids and
for some reason he wants to take a weapon off of each one of you but with a
little strategy and a lot of firepower we can easily drop him and take the
rewards he has to offer. You won't have to worry about this guy until you get
to the bottom floor and turn the power on. It's also worth noting that although
you can use the teleporters during a Pentagon Thief round you can't use the
elevators, so make sure you're all on the middle floor before the round starts.
You'll know when it's a Pentagon Thief round because you'll hear that ominous
sound as the round starts. Make sure all of you are on the higher railing area
of the war room and wait on the side completely opposite of the elevator that
goes back up to the first floor, so that you're all in front of the large map.
At first he is only visible to his first intended victim and everyone else will
see a red kind of 'number mist', this is a load of floating red numbers that
lets you know where he is.
Now have your player who can see him run around this top area in a big circle,
if you start slightly on one side more than another he's guaranteed to come
the shortest way, so run away from him and everyone else should be unloading
on him with their most powerful weapons. The runner can turn back and shoot if
the Pentagon Thief is still on the opposite side but it's best that they focus
on keeping as far away from him as possible. The Winter's Howl is awesome for
slowing him down to a walking pace, so if the runner has this then they can
just walk backwards while firing at him.
If he's after you and he gets close then make sure you switch to your worst
weapon so that he only takes that. If he does take your weapon you'll both
teleport and you'll have a fun little run around from teleporter to teleporter
trying to kill him. If one person has their weapon taken don't break from the
strategy though, keep doing it even if there are only a couple of you left on
the middle floor and hopefully you'll take him out before he gets to the last
of you.
The rewards for defeating him depend upon whether you killed him before he took
anyone's weapon or at some point after he took any number of weapons, for
killing him before anyone loses a weapon you get a Max Ammo and he leaves a
Bonfire Sale (any teleporter you jump in will lead to the Pack-a-Punch room
and it will only cost 1,000 points to PaP, if you're quick you'll have time
to PaP 4 weapons, so that's time enough for one each), if you kill him after
he's taken any number of weapons then those who had their weapon stolen will
get it back (if you bought another weapon off the wall in that time it will
replace that) and he'll drop a Max Ammo and a Fire Sale drop (the box appears
at all box locations and only costs 10 points to use for a short amount of
time) and if you kill him while an Insta-kill is still active he will only
drop a Max Ammo.
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General Tips [TPS]
------------------
There will be no order to this, just a load of general tips to keep in mind.
Each bullet, knife or blast from a grenade that hits an enemy without killing
it gets you 10 points, a kill with a shot to the body is worth 50 points, a
headshot kill is worth 100 points and a knife kill is worth 130 points,
grenade kills are worth 50 per zombie, kills by electric barriers get you 0
points and kills during Insta-kill get you 50 per zombie unless you knife
them, in which case you get 130 points per kill.
Monkeys are useful for making some time to revive someone, to get a Max Ammo or
get a crawler, everyone should try to get Monkeys and use them sparingly unless
there is a Max Ammo nearby.
If you can then make sure everybody reloads before you get a Max Ammo.
Try to keep a few crawlers at the end of a round when you want to spin on the
box, get perks or Pack-a-Punch a weapon, in the catwalk strategy this is best
done by throwing grenades or a Monkey to where the zombies are coming from (as
opposed to zmobies that are close by).
As soon as you have a decent gun it's worth getting Juggernog.
When the game starts STICK TO YOUR OWN WINDOW. It's amazing how many morons
play this game and immediately in the first few rounds go from window to
window to get kills, thieving them from other players covering the point of
entry, most of these players are so crap that they thieve these kills with
just body shot kills getting them a low amount of points. There are 4 players
and 4 windows, each player should stick to their point of entry until they
start opening doors. Later on in the game you'll have many hundreds of kills
so what does a few early on matter? If people are thieving your kills early
on and you're the host I suggest you quit out so the game ends, you aren't
going to get into a good game if you play with idiots like that.
Avoid Insta-kill in early rounds and wait as long as you can before getting
the Nuke unless there are too many zombies for you to handle or someone has
gone down, the Nuke gets everyone 400 points and Insta-kill makes each kill
worth only 50 points until it runs out so it's worth it to not bother with
them in early rounds, though if you can get the Nuke when there's only a few
zombies left you can make some extra points for everyone. I recommend
avoiding the nuke in later rounds if possible as it will kill zombies all
around the map and the last thing you want to happen is to miss out on
points in those mid-rounds and a Max Ammo in the later ones.
Maximize points early on by utilising your weapons and knife as effectively as
possible, in round 1 you can put 8 pistol rounds in a zombies leg then knife
him, getting you (8x10)+130=210 per kill that way, then in round 2 put 8 shots
in the chest then knife, then in round 3 put 10 shots in the chest and knife,
then switch to headshots, but if you can and you have handgun ammo then
quickfire your whole mag into a zombie then switch guns and kill him,
early on that's good for an extra 80 points each time.
To reload some weapons slightly quicker when you initiate the reload as soon
as you see the ammo is reloaded in the bottom right of the screen press the
switch weapon button twice in quick succession (or sprint or knife), this
will cut out the end of the reloading animation.
If you PaP the HS10 or PM63 then it is best to fire with one first until it
needs to be reloaded then another, the reload speed is fast enough on both
that this way you can continue shooting without having to pause at any point.
I said it in the Weapons section but I'll say it again, the Winter's Howl is
great at slowing down a crowd or stopping them entirely, it has a low amount
of ammo though so it's best to play in more of a support role with it, slow
down a group then let your teammates take them down. It's also great for
taking care of the Pentagon Thief.
If the Pentagon Thief is getting close and you think he's going to take your
weapon make sure you switch to your worst weapon before he gets to you.
Just because you picked up the sale drop don't run off to go using the box
mid-round, cheap weapons are worth nothing if you're going to get slapped
to death by a crowd of zombies.
The new crawler creatures with the Nova 6-like gas cloud following them will
disperse a gas that blurs your vision if you're too close when they are
killed by anything but the knife, the Ray Gun or electric barriers, so if
possible the Ray Gun is probably your best bet to take care of them when
they're getting close (just remember to watch out for splash damage).
If anyone is on a floor above or directly below a floor another person is on
then you can have the people that want to use the elevator for free all get
in it and then have the person on the next floor stand at the elevator doors
and call it, thus saving the people in the elevator 250 points, 250 points
is a meagre amount and completely insignificant later on but when you're still
spinning for weapons, getting the perks and PaPing it can be useful.
When there are only a couple of zombies left killing one will make the other
one go into a rage and he'll run at you a lot more aggressively, remember to
try to get crawlers when there are still a few zombies left.
Remember to keep your microphone volume and your TV volume at reasonable
levels, otherwise players will hear delayed, awful quality sounds from your
TV.
If you're playing with random players online and some act like jerks or are
just really bad at the game then it's best to quit out straight away, you
aren't going to get very far if you're playing with people who suck.
--------------
Strategy [SGY]
--------------
This is going to be a pretty simple 4-player strategy that my friends and I
play with atm, it's still early days and there's a lot of playing around to
do but this generally works well to collect points efficiently early on and
survive quite a while.
You'll have your own way of doing things and really that's what matters, if
you don't like how or when I do something then do it your own way and find
the strategy that works for you and the people you play with. The round
numbers used below are only approximate.
* Rounds 1-4
There are dour windows and zombies can break in through the wall in the
adjacent corridor with the Olympia, most games I play though some windows
never see any zombies at all, so don't be too alarmed if nothing comes your
way. Each of you should defend a point of entry each and collect as many
points as possible early on, so let the zombies in and put 8 pistol rounds
in their leg in the first round before finishing them off with your knife,
in the second round put 8 in their body then knife, etc. By letting them in
there's a chance you'll get a drop too. If you get the Bomb drop then try
waiting till there's only one or two zombies left to get as many points
between you as you can. Don't forget to board up the windows too, in the
first round it'll net you only 40 points before you stop getting points
for fixing them up but every round the number of boards you can repair for
points grows.
Once someone's got 750 they can open the first door so that zombies have some
more points of entry, I wouldn't bother with MPL though as when you go down in
the elevator you can all grab the MP5k or PM63, seeing as you will likely have
to purchase ammo for these again later it's cheaper to buy those than the MPL
as you won't be able to purchase ammo for it downstairs.
When you're all happy to move on the person with the most points can open
the elevator up and you can all get in, whoever has the most now can pay
the small fee of 250 to take you all down a floor.
* Rounds 5-9
On the second floor don't bother opening up the stairs for quite a while,
this place is easy to defend and rack up points, I don't think it's a good
idea to go for the power and to spin on the box for a while as defending
here is easy if the stairs are closed and with the power off you don't
have to worry about the Pentagon Thief.
On the upper part of this floor of the Pentagon there are four windows,
there are also four of you and if you get caught out with no ammo there's
an MP5k and a PM63 available either end of this upper area. Now just get a
lot of easy kills, you can go for headshots or burst fire then knife and
better yet if you get a Max Ammo then switch to your pistol and put a couple
of mags in a zombies chest before letting them through, this will get you a
load more points and letting them in wil hopefully get you some drops.
About round 7 or 8 you should all have enough to get to the box and PaP
something, this will make killing the Pentagon Thief a lot easier, though it
isn't necessary for you all to PaP it'd be easier if one or two of you could
do so with something decent like an assault rifle. When you're ready keep a few
crawlers at the end of the round (for those new to Zombies, just blow a
zombie's leg(s) off with a grenade - having a couple or a few slow crawlers
around makes it a lot easier to explore the map and sort out your weapons and
perks without getting mauled). Buy your way through every barrier, head down
together in the lift, get the power on and open up the box room (check the
sections on the Pack-a-Punch machine and box locations if you aren't familiar
with where the power switch or box may be located).
Now's the time to start spinning on the box for weapons, ideally you want
Monkeys, the freeze gun and the Ray Gun but in the meantime PaPing an
assault rifle or LMG will be great for killing effectively and racking up
points. Claymores can also be purchased from the room with the pig on the
bottom floor but probably aren't worth bothering with until you have some
spare points.
* Rounds 10-? Strategy 1
From now we're gonna move straight on to spamming the elevator between the
middle and bottom floor, the first floor elevator is smaller and leaves you
with blind spots either side of it on both the first and middle floors so the
middle-bottom floor elevator is much better to defend from in a four player
game. I've written an alternate strategy below this one that works well too,
this first strategy is easier to do with less communication and will let you
use the elevator to escape a crowd but the other strategy is better for
saving ammo so that could help you survive longer.
Once you are all inside unless you're running for a drop there's no real reason
to get out until you have crawlers and want to go off to do something or
there's a Pentagon Thief round. On the bottom floor have someone cover the
window at the back of the elevator and from here just massacre everything until
zombies start to get close then spend the small amount of 250 points on using
the elevator, stay as long as you can each time so that you aren't having to
use the elevator more than necessary and if someone has a Winter's Howl make
sure they use a couple shots from it every now and then to slow the zombies
down.
When it comes to Pentagon Thief rounds check the strategy in that section. Make
sure you're all on the middle floor before the round starts when you could be
due a Pentagon Thief round (usually about every 5 rounds) as you will not be
able to use the elevator during the round, I say this because the strategy I
detail in the Pentagon Thief section relies on having all four of you on the
upper platform of the middle floor.
Other than that, don't forget to make use of your monkeys if they start getting
too close and if ammo becomes a problem then at the end of the round you can
always go try the box and Pack-a-Punch something new, the Pentagon Thief rounds
are fairly regular though and are good for ammo, just make sure you aren't
wasting your freeze gun rounds, you fire in bursts unless enemies are up close
and keep spinning until you get the Ray Gun and Monkeys.
* Rounds 10-? Strategy 2
This is an alternate strategy that requires some more communication between
you and your teammates but can be good for saving ammo.
As soon as you go to the bottom floor a couple of you get the Bowie Knife then
spin, those who get the Bowie Knife at this point should leave enough points
for Juggernog too. Once everyone's done spinning, PaPing and getting Juggernog
(if they're getting it this early) then get the defcon level up to 5 and each
of you should go through the teleporter into the Pack-a-Punch room, do this one
at a time and once you're through the teleporter hold down forwards because if
someone jumps in at the same time someone else is standing in the teleporter
then you'll both go down.
There are two windows in this room and those that have the Bowie Knife (and
hopefully Juggernog) can defend these easily, just keep going backwards and
forwards while holding the use button/key to repair the window while you knife
the zombies that come. Having the Ballistic Knife PaP'd here works well too,
you'll be doing more damage and because you're slashing with both knives in
quick succession (or at the same time if you're far enough to lunge) then zombs
will go down a lot quicker, if the person at the other window goes down you
can revive them by shooting them with the Krauss Refibrillator too. It's up to
those at the windows to make crawlers, it shouldn't be a problem as repairing
while knifing will keep them all in one place, just chuck a grenade and there
should be several crawling about trying to pull the boards down. Like in the
Der Riese Guide I like to assign people to roles, so think of the people doing
this as the guys on window duty.
Now the other two people are covering the double doors at the front, they'll be
racking up the kills here and if they're both stationed at the back of that
little hallway it's easy to funnel zombies.
Later on if ammo starts running low for either or both covering the doors they
can swap jobs with those covering the windows when necessary, the windows are
easy to cover for quite a while without having to use much ammo, in fact one
game somebody killed the crawler for no good reason while we were all of at
different parts of the map and I was still spinning China Lake after M72 after
L96 spinning crap after crap and having no luck, I got downed and when I came
back next round in the later teens I had even lost my Bowie Knife which I was
using with the Kraus Refibrillator, I grabbed Juggernog and defended one of
the windows with the regular knife and a grenade and had zero problems, so
ammo really doesn't have to be wasted at the window for quite a while.
For the guys covering the doors if a zombie drops something it's only worth
risking a quick run or chucking a Monkey for all the drops except for Carpenter
and 2x, I wouldn't bother with the Bomb earlier on though because ammo isn't
so much of a problem and it's better to focus on racking up the points.
Later on you should all be aiming to have Monkeys, a Ray Gun, the Bowie Knife,
Claymores and it's up to you to choose your weapon of choice, someone has to
get the Winter's Howl though because it's so useful for both the Pentagon
Thief and covering the door area.
Both the strategies I listed from round 10 to the end are interchangable, so
if someone kills the crawler for some stupid reason or accidentally (it's
amazing how people manage to 'accidentally' kill crawlers) and you can't all
get to the second floor and get the defcon level up to 5 then you can all jump
in the big elevator and use that strategy to survive that round.
Rinse, repeat, eventually die, have fun!
-----------------
Easter Eggs [ERE]
-----------------
* Theme Song
The theme song for this map is 'Won't Back Down' by Eminem featuring Pink and
you can get it to play by holding the use button in front of each of the three
red telephones. There's one on each floor, the first is to the left of the
Quick Revive on the first floor, the second is in the Pack-a-Punch room on the
second floor (as you teleport in go forwards and it's on your left) and the
third is on the bottom floor in the small room with the power switch (it's to
the right of the power switch if you're facing towars the M16 side of the
floor), you'll hear a quiet 'line engaged' kind of tone to acknowledge you've
checked them, you can only hear this little sound effect once for each one each
game and you can only activate the song once per game.
* Fixing The Traps
There are two traps on the first floor, one in each corridor, one is in front
of the Quick Revive and the other is in the same place in the corridor the
other side of the starting room. When you get close to the one side of either
you'll get the message 'Access Denied: Requires operational component', the
operational component is a red switch same as all the other ones you turn
traps on with in all the maps since Veruckt.
The first switch is on the middle floor, once you've got the lower part of the
second floor open if you go to the elevator and then turn around so you're
facing the teleporter, now hug the wall on your left, go around the corner and
it's hidden in a dark little area. Once you're close to it and facing it you'll
be prompted to hold the use button/key to pick it up, once done you'll have a
little picture of it at the bottom of the screen.
As you can only hold one at a time either you will have to take it up to the
first floor first or someone else will have to go get the second. To put it in
go to the scanners that give you the access denied message (notice they have a
'III ARC' logo, a little reference to Treyarch) and when you get that message
hold the use button/key and it will be inserted.
The second is on the bottom floor, there's a room as you go out of the elevator
on your left, this is a room the box can spawn in, when facing the front of
where the box can spawn turn 90 degrees to your left and look inside the
kind of lockers there to the left of the Bowie Knife, if close enough to the
red trap activating swtich you will be prompted to pick this up.
When you've put either switch back the trap will be operational at the cost of
1,000 points. They're basically electric barriers like the ones seen in all the
Zombies maps except for Nacht Der Untoten.
* Portraits
On the first floor in the corridor where you can purchase the Olympia there are
several paintings hanging up that refer to World at War's campaign showing
scenes from the battle of Peleliu and one of Sgt. Roebuck.
In the opposite corridor where you can buy the MPL there are a few other
Call of Duty related portraits, one shows Maj John L. Plaster, the real-life
S.O.G. operative that was a consultant for the game's campaign and another is
of Hank Kiersey, a former soldier that works as a consultant for many Call of
Duty games.
* Richtofen?!
On your way out of the Pack-a-Punch room check the wall on your right before
you leave through the double doors, you'll see two paintings, both of these
are also found in Kino Der Toten, the one is a younger Richtofen (hold the
use button/key when facing it or any of the paintings in KDT to hear your
character say something about them) and the other is the mysterious blanked
out picture of a guy we either haven't been told who it is or haven't been
introduced. It's funny there's a painting of Richtofen hidden here in the
Pentagon but I don't think it's anything more than a funny easter egg, Five
doesn't seem connected to the other maps and their story at all so I look at it
as not canon with them, especially considering the cast and the setting :p
* Leapfrog
When one person goes prone and then another performs a dive to prone over the
top of them, both players will go down and Samantha Maxis (a character featured
heavily in the Der Riese story) will laugh at you.
---------------------
Everything Else [EVE]
---------------------
* Thanks
-Thanks to Jason Cann for detailing PaP effects for the M14.
-Thanks to John Horsley (gamertag: saint suicide) for letting me know it was
actually Pink featured on the theme song.
-Thanks to Santo Maestri for letting me know I had missed that the PaP'd
Stakeout loads two shells for every shell shown to be loaded in the reload
animation.
-Thanks to Edward for letting me know the Pentagon Thief only drops a Max
Ammo if he's killed during an Insta-kill and that leapfrogging works
anywhere.
-OBsIV for creating the XIM, those that helped him and other XIM360 users that
worked on making it usable for PS3, also flyphil76 for an excellent config
for the PS3 Call of Duty games.
* Legal
This guide is currently hosted at GameFAQs.com, IGN.com and neoseeker.com
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
Copyright 2010 GameFAQs user CassyChan
* Contact Me
If you want to contact me you can drop me a message through PSN: CassyChan or
or cassy.exe AT googlemail DOT com, I never play Zombies online on my
CassyChan PSN ID at all so please don't add that ID to play Zombies with me.
If you'd like CoD saves for PS3 or to see my other guides to Der Riese for
WaW and Blops my GameFAQs contributor page is here:
http://www.gamefaqs.com/features/recognition/89046.html
* Updates
v1.0 (11/2010) - Initial version.
v1.1 (11/2010) - Updated the PaP'd weapon list and fixed a few other little
things.
v1.2 (12/2010) - Thanks to Jason Cann for detailing the PaP effects of the
M14. Also added the 'The Basics of Zombies' section.
v1.3 (12/2010) - Updated the PaP effects section with the Olympia and
Stakeout upgrades.
v1.4 (12/2010) - Added the 'Rounds 10-? Strategy 2' sub-section to the
Strategy section.
v1.5 (12/2010) - Thanks to 360 gamer saint suicide for correcting me regarding
the theme song and thanks to Santo Maestri for informing me
I'd missed that the PaP'd Stakeout reloads two shells for
every shell shown to be loaded in the reload animation.
v1.6 (01/2011) - Thanks to Edward for informing me that the Pentagon Thief
only drops a Max Ammo if he's killed by Insta-kill and that
what I like to call 'leapfrogging' results in the
effects I describe in the Easter Eggs section regardless of
where you are on the map.
"Be excellent to each other."
- Bill & Ted's Excellent Adventure
Thanks for reading and take it easy!
CC